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Highland

503871015Analyzed
4v4 RM · 1mo ago on Sep 2, 2026· 49m 29s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
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Player eAPM Actions Feudal Castle Imperial Opening
52 2,589 10:47 14:43 29:26 ⛏ Fast Castle
34 1,660 10:42 15:02 31:33 ⛏ Fast Castle
31 1,532 10:40 14:22 33:02 ⛏ Fast Castle
19 964 12:11 18:22 — ⛏ Fast Castle
18 903 11:58 18:52 41:07 ⛏ Fast Castle
17 858 11:04 17:53 32:10 ⛏ Fast Castle
14 677 13:18 18:00 34:59 ⛏ Fast Castle
10 489 12:22 22:33 32:48 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
u
23,800 22,730 13,790 7,810 68,130 79,864
22,530 20,000 13,695 1,240 57,465 66,398
21,155 16,259 12,810 2,550 52,774 61,304
14,850 20,566 9,975 4,950 50,341 73,202
20,720 10,280 7,495 1,700 40,195 48,347
11,785 12,321 3,400 1,190 28,696 34,251
11,110 5,856 4,095 1,400 22,461 31,129
7,625 9,103 3,990 1,370 22,088 25,557
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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